Just a forewarning for this walkthrough before you start reading. It is for the character Dorn Redbear, who is the barbarian character. There will be certain spots in the game that have different actions for different characters but the majority of the game will remain the same. Also in each chapter, many of the areas you can go to can be done in any order that you wish. I have them listed in order that they appeared when given the option of where to go. If one that you choose to do is too difficult, choose another and return to it later on when you are more powerful.
Prelude
The Trade Way
Make your way forward along the dirt road and you will come to a woman who is hurt. Talk to her and she will tell you that people from her caravan were taken by brigands into the Trollbark Forest. She will ask you to help her and of course you will. After the conversation continue along the dirt road killing all the goblins along the way. They aren't that tough so it shouldn't be any trouble. There are a few side paths in between the rocks you can take to find a chest or two but the most they hold is some gold and shoddy equipment. When you reach the end of the dirt road at the far south (south on the map), go west before entering the forest and there will be a chest there with a battle axe inside. Grab it and then make your way east and enter the forest.
Trollbark Forest
When you enter the forest, save at the book and then head to the west to enter a small area with a pond and some goblins. Take them out and continue north and then to the east. Follow the path to the north and continue going north east as far as you can until you can eventually start going west. There will be another save book there to use. Do so and continue going south west. You will run into some more goblins, archers and wolves along the way. Try to take out the archers fast since many of them use poison and flames to add to the damage. When you have gone south as far as you can go, you will need to head back North and you will finally reach the entrance to the Red Fang Goblin Lair.
Red Fang Goblin Liar
When you enter, you will be shown a quick scene of the caravan members who are being held. Make your way forward and there will be ten goblins in the next area, five on each side. You best bet is to run in to one side, kill all five and then retreat back to the starting area and heal. When you are ready, run back in and kill the next five. Make your way north through the passage to the next area and you will come to a large gate on the west wall, north wall and a passage to the east. Go east and take out all the goblins there and you will get a key from the chest at the end. Return to the main passage and head through the gate to the west. Follow it and you will be shown a scene of a goblin leader and many followers. When you get to the end of this passage, you will find them all in there.
Take them all out and then the goblin leader on the crates. Open the chests behind where he was and then head back to the main passage and go north. When you reach the option of heading west or east, to the east will be some large mushrooms and green gas. Ignore that for now and head to the west and follow north. Kill the goblins here and take the cell key from the chest on the table. Head west and there will be some cells on the north and south walls that you can open. You will free three people here and open a door on the north wall at the far west that leads to another passage. Follow it along the long winding path and you will eventually come to the last two prisoners. When they are rescued however, you will be told the caravan master is still missing. Continue to follow the path east and look for him. After killing some more goblins you will come to a small room that leads to Bile-Tooth's Treasury.
Bile-Tooth's Treasury
As soon as you enter, Bile-Tooth will be right in front of you on his spider. Immediately start hacking away it him and take him out. When he goes down, you will get his treasury key and a few items. Head east across the water and then go north to find a few more goblins by a door. Kill them and go through the door to meet some spiders. Kill them and follow the passage along to some more treasure chests. Pop them open for some crappy treasure and continue to another door. Enter and follow the path and you will run into the caravan master Randalla Brasshorn. Accept her offer for reward and then accept her offer to be her body guard to Baldur's Gate. After the conversation you will find yourself in Wayfork Village.
Wayfork Village
As soon as you arrive it seems trouble is a brewing. Talk to Randalla and she will tell you that marauders are attacking the village and you need to do something. So do something you shall. Make your way north and some villagers will be being attacked. Kill the goblins near them and you will rescue them. There are 9 villagers in total to rescue. When you get to the Wayfork Inn, there will be one goblin leader shooting magic at you. You should have rescued all 9 villagers by this time, so if you haven't, then you need to back track and find the ones you missed. If you didn't miss any, then take out the goblin leader and enter the Inn.
When you do a scene will play and you will be face to face with Harnak the Butcher. He loves to block your attacks and then swipe at you with his massive axe, so keep moving. Let him swipe at you and dodge his attack while countering with a swipe of your own. After a few swats from you, he will go down and some ladies will want a word with you. Have a chat with the innkeeper, Randalla and Keaira from the caravan and you will be given a reward and will be asked if you are ready to go to Baldur's Gate. Since you can't leave the Inn, gather the potions and armor off the floor and level up if you like and then say yes and the chapter ends.
Chapter I
Baldur's Gate
Now that you are in Baldur's Gate, take a look around the city and head to the Purple Wyrm Inn and Tavern when you are done looking around. When you enter you will be show a few characters around the bar. Talk to each if you like and then finally talk to Randalla to get a quest. You will have the choice of grisly murders or the wealthy hostages. Take the grisly murders and you will be told to head to the Bloodmire Manor in the Northeast part of Baldur's Gate. Exit and make your way north along the street to get there.
Bloodmire Manor I
When you enter the manor, there will be a save book directly to your left. Use it if you like and then head up the set of stairs on the right. Follow the hallway going north and you will run into a few dog-like creatures that spit poison at you. Run around them to take them out from the sides and continue down the hall. You will eventually come to a door on the left wall that will lead to a room with some more enemies and a treasure chest and weapons rack. Take out everyone in there and get your goodies. Head back out into the main hall and continue making your way north until you come to another door on the left. Enter it and follow the room to the end where you will find another dog-like creature and a servant. Kill the creature and you will need to save 4 more servants in the manor to rescue. Exit the room to the main hall and continue all the way north and then head east.
Take out all the dogs and monsters along the way and start to head south at the first chance. Follow the hallway all the wall south and you will find another servant to rescue at the very last room. There is also a doorway to the Bloodmire Cellar here as well but ignore it for now. Walk out of the room and head east along another hallway. Continue until you come to a door on the east and north wall. The north wall will be locked so enter the east. Take out the monsters in here and you will save another servant. Open the chest on the table and grab the library key for the locked door just outside this room. Exit this room and go through the north door. Make your way north through the winding bookcases and kill each monster as you come across them. Near the beginning will be two blue chests and one will contain Harpsichord sheet music. Take it and you will be told you need to find 4 more. Continue through the library and you will eventually reach another servant to rescue. Do so and you will need to find one more.
Make your way out of this room and go north and then west to where you have already been. Look on the map and you will see a room to the north that you can't get to. Use the bookcase at the bottom of the room and it will slide away revealing a secret entrance. Go through and follow this corridor up. Grab the second piece of sheet music from a chest and continue along north, east and then north again. At the last room, you will be able to go both east and west, although west will be through another secret bookcase entrance. Go in there first and pop open the three chests to find a lot of goodies including another piece of sheet music. Make your way out and head east along the passage way.
When you reach the end, you will find the fifth and last servant to save. When you do, you will receive 500 gold and 1k experience for your troubles. Continue down this hallway and you will come to a room with three doors. Go into the east room first and grab the goods from the chests. Next go into the west room and ransack the weapon rack. When you are healed and ready to go, make your way through the south door and wipe out the large group of monsters in there. Save when you are done and head up the stairs to the second floor of the Bloodmire Manor.
Bloodmire Manor II
Make your way to the left and follow the hallway north. The hallway will start to go east as well as north and will eventually come to a room that can go east or west. To the west is nothing more than a small room with some treasure and gold. East will lead you north and south. Go north and you will reach a dead end room with a secret book case passage. Go through it and you will get some weapons along with the 4th harpsichord sheet music. Make your way back out of the room and head south. Follow the hallway as it leads to the east and you will come to a save point and a set of stairs leading to the attic. You can go up into the attic if you like, but all that is up there are some rats, bats and gold. If you need some healing potions however, this would be a good place to find some. When you are done head back down to the second floor. Continue south and follow the hallway all the way down and then it will start to swing to the west. Continue to follow it as it leads back to the start of the second floor. Before you reach the entrance though, there will be a door on the north wall that will lead to a small room and the last piece of sheet music for the harpsichord. Grab it and make your way back down to the first floor and to the harpsichord which is at the right of the entrance to the manor.
Luvia's Laboratory
When you play the harpsichord, the bookcase to the right will slide away and reveal a secret entrance to a room. Enter it and pull the lever in the center of the room to open a trap door leading to the laboratory. Make your way east a few steps and then head north. You will come to an area with four set of stairs leading down to a circle. Kill the monsters here and continue to the end of the hall. There will be 5 cells with monsters in them and you know they are all going to be released at once. Head to the chest on the right and the doors will open releasing them. Run back to the circle where the stairs are and the monsters will get confused where to go and some will go back to their cells. Kill them off in small numbers and open the chests when they are all dead. Head back south to the hallway where you started and continue to go east. Follow the hallway until you come to a large room with some more monsters and dogs.
Kill them all and then read the letter on the table to learn about Argesh in the warehouse. Continue through the lab going north around the corner. There will be some jail cells along the west side of the wall when you get farther down. A dog will come out of one and the other will be empty. Enter it and you can step on a loose tile there to open a door just ahead of you. Do so and continue to go north through the newly opened gate and follow the corridor to the west. Kill the monsters along the way and at the end will be a set of stairs and a small room. Go up the stairs and follow the platform to the right where there will be a secret lever. Pull it and the gate to the small room will open. Enter and grab the goodies from the chest and weapons rack. Make your way back out and back to the first door and head east. Continue east, killing everything in your path until you reach the save point. Save and then head south.
When you get to the end of this passage, there will be a center section with a lever on it and a few monsters in the re area. Pull the lever and the doors at the far south of the room will open. Make your way north and then west or east down the stairs and then up the stairs at the far south to enter the room that is now open. When you enter, you will be in a battle with Atrocious, a mutated two headed dog. There will be a few regular mutated dogs in here that you are used to, so try and take them all out first. Stay away from Atrocious until they are all dead. He has a nasty poison cloud attack he uses, so when you attack him, make sure you try and stay behind him. After a few swipes he will fall and the doors to the south will open. Go through and pop open the chest on the left and head to the end of the hall.
Lower Laboratory
Make your way south and then west following the same hallway. Take out the few monsters as they appear and continue along to the north when you need to. Go through the iron gate when you reach the end and a short scene will play between you and Luvia Bloodmire. Afterwards, her two creations will attack. They take a serious licking to beat so make sure you take them on one at a time. When you have them separated, run around the beast in circles and slash at its back and sides when you can. It will take awhile to beat but eventually it will die. When one is dead, use the same technique to destroy the other one as well.
If you have trouble getting them separated, run through the tight spots near the top of the pool and one will get tripped up while the other one won't. Lure the one that is still following you to the opposite side of the pool and kill him there. After both are dead, another scene with Luvia will play. You now have to get out of the laboratory before it is full of poison. She also opens every cell in the place so it fills with monsters. Your best bet to get through this level is to run. Don't stop and fight, just run for the exit. When you get to the first floor keep on running and keep an eye on the map so you know you are going in the right direction. The enemies will increase as you get closer to the exit so try and out maneuver them. When you reach the stairs go up and you will be back in the mansion safe and sound. Head back out to Baldur's Gate.
Purple Wyrm Inn and Tavern
After you get back out to Baldur's Gate, make your way back to the Purple Wyvern and talk to Randalla again. She will reward you with gold and experience and tell you more about the hostages that have been taken by The Hands of Glory. She tells you that they are being held in the warehouse and that there is a way in under the warehouse. Take your leave of the tavern and head for the warehouse.
Warehouse
When you enter, take out the few enemies that run up to you and then knock over the boxes to the east and jump over the rest to continue down the passageway. Take out a few more guys and then head north where there will be some knife throwers in the center of the room. Kill the surrounding guys and dogs and then hop into the center part and take out the guys there. Open the chest and grab the crowbar and hop back out. Continue going north down the hallway and then head east. Follow the corridor along taking out all the enemies you come across and jump over the boxes when you come to them. Head south to find a few more enemies that are just dying to be killed. Fulfill their wishes and head east to another room with cages on the east wall. They will open and a rush of dogs and people will attack. You're a tough guy so take them all on and continue south through the hallway and into the next room. Use the save book if need be and take out the knife throwers on the other side of the boxes to get a gold key. When everyone is dead, go through the door on the east wall and there will be a ladder behind some boxes leading to the Hands of Glory hideout. Move the boxes and climb down.
Hands of Glory Hideout
Make your way through the door and then head north around the corner. Kill the assassins that get in your way and continue until you come to a 4 way intersection. You can go three different ways here. If you go west, you will follow the hallway north and south. North is a short path and will lead you to two hostages after you take the key from an assassin there. Free them and then head south. Continue south and the west to an area with three hostages. You will kill a guard there and take his keys and be able to set the hostages free. Now that all the hostages are free, the last one tells you that there may be more in Argesh's chamber and are given a key. If you continue following the west path, it will eventually start to go north and will lead to a locked door. Open it and pop open the two chests in here for some gold. When you are ready, go through the next door to enter a battle with Argesh.
Argesh the Gouger's Hold
When you battle Argesh, he will be behind a stack of boxes to start with. There will be a few goblins and mutated dogs around the area as well. Try to lure the other creatures to you behind the crates while you keep Argesh on the other side. When they are all dead, lure Argesh to you and use the same circle trick that you used to defeat Luvia's beasts. Argesh will attack you and then remain motionless for a few seconds. Haul off and hit him then. When he finally drops, take his loot and head north through the door to release the final hostage and to exit through the secret passage. Exit the lair when you are done and you will be back out in Baldur's Gate.
Head back to the Purple Wyrm Inn and talk to Randalla about everything that has happened and you will be rewarded with gold and experience. Afterwards listen to her tell you to talk to Sollus Duncirc of the city guard and the map of the Woods of Sharp Teeth. Buy it and head outside and across the road to make any deals with Bartly that you need to. When you are ready to leave, head out the left to the left of the city exit to talk to Sollus. After his speech about the marauders and the cloak woods, exit the city to thee world map and head there.
Woods of Sharp Teeth
Since this mission so to speak, is very small and rather easy, just get it out of the way now before heading to the Cloak Woods. When you enter the Woods of Sharp Teeth, all you simply need to do is follow the stream around to the exit that will take you back out to the world map. Kill all the marauders you find along the way at their camps and then exit when you reach the end. Easy enough.
Cloak Woods Lower Cliffs
When you enter the cloak woods, turn around and follow the valley way to the north in between the stone walls. Continue to make your way North and then had west when necessary. When you can go north again, do so and continue to go east and west as the path takes you farther north. Eventually you will come to a save book with a cave just to the north and west of it. Fight off all of the goblins and wolves along the way to the cave and enter when you reach it.
Cloak Wood Cave
Enter the cave and, make your way north until you reach a large group of goblins hiding out behind boxes. Use what ever ass kicking weapon you have and take them all out. Pick up whatever goodies are left and continue north through the cave. When you come to a blockage, you will be told that there is a dead rust monster ahead and that means there are more around. Unequip any metal armor and weapons you have or else the rust monsters will attack and destroy your goods. Hop over the box when you do and continue to go north to a chest and then backtrack a little and go west which will follow to the south. Hop over the next set of boxes and equip your armor and weapons to defeat the enemies in this area. When they are all dead, go through the cave exit to reach the upper cliffs.
Cloak Wood Upper Cliffs
Head to the west and clear out all the goblins in this area. Go through the mud pit and up the hill to the north. Save at the book on the east side of camp and continue along that way and some more goblins and marauders will attack. You will see a slight grey path on the ground here leading to the north and to the east. Follow it and it will take you to the Cloak Woods and the Red Fang Camp that you have been looking for.
Red Fang Camp
Continue to follow the grey stone path to the north and it will lead to a save point. Save here and you will have a choice of east or west. Going to the East will just lead to a chest or two and some enemies. Take it if you want some more gold or experience, otherwise head west. Continue to follow the path up to the north and then to the east and save at the book when you reach it. Continue south and then east and you will reach a small encampment and an opening in the rock wall of the cliff that will lead to the hidden base. If you like, you can continue going to the east and open the chests there to get some extra gold and weapons and then back track to enter the cave.
Red Fang Marauders Hidden Base
From the beginning here you can either head to the south or directly west. Both will lead you to the same spot, but south takes a lot longer to get there and involves some jumping over gaps. When ever way you choose to go, you will eventually reach an area with a few marauders and a place that you can finally go north along some mine car tracks. Continue north and then to the east when you reach the camp and kill the few marauders that come to say hi. Go east a little bit and you will come to a save point on the north wall beside an entrance to the Red Queens Liar. When you are ready to enter go on in.
The Red Queen's Liar
When you enter her Liar, you will bed quickly entered into a battle with her. Around the room are 4 archers and one goblin shaman. Take them all out before taking on the Queen. When they are dead, make sure you stay towards the center of the area since there are objects that shoot fire at the two far corners. Nail the queen a few times and she will start with a slow motion attack. When she does that, hit her a few times instead of trying to get out of the way. After you have hurt her a little more than half, she will finish and a door behind her throne will open. Follow the passage way along north and then to the east and there will be some spinning blade that pop out of the walls. If you have sufficient armor than just run through them and heal on the other side. When you get past those, some bats will attack and there will be arrows shooting out at you to the north. Run past those on the left side and save at the book there before entering the secret escape passage.
Red Fang Secret Passage
When you enter the secret passage, make your way west and then follow the trap filled corridors to the north. It will start to swing to the east and there are plenty of spike, arrow and blade traps along the way along with rats and bats. If you have the armor, which you should, you can just run right through most of these traps without a second thought. Continue to head north, following the corridor and it will go to the west eventually to another save book and the entrance to the Firewind Cellar.
Firewind Cellar
As a warning before you start through this cellar, it is extremely huge and takes a long time to get to the end. Also note that killing the dogs over and over and over gets highly annoying. Well, let's go. Make your way north through the door and follow the hallway until you can go west. You will come to an open room and if you go south a bit, there will be a barrel stand on the wall with a fake wall that you can press to enter a room there. Head back out and continue north until you can go west again Follow this hallway until you reach another open room and then go to the south.
Continue along to the south until you can go west again. When you can, follow the hallway to the end where you will have arrows shot at you. Stay to one side and go to the south when they stop firing for a second to reach another save point. You can go west here and follow the hallway around to a lever that needs to be pulled and a torch in the last room that you can pull to enter a room with some weapon racks. It isn't too much of a score, so make your way east. Go north at the end and head through the door you come to and head east when you enter the room through the door that you need to open. Follow the corridor to the next save book and then go through the archways for a scene.
Firewind Dungeon
After the scene you find you self in the dungeon of Firewind manor. Open the middle cell on the east side and pull the lever inside to open the door to the main room. There will be more than a few skeletons appearing now so you may want to switch to a blunt weapon for more damage. After the door opens, continue west and you will come to another lever. Pull it and go through the door to the north. When you reach the end of this hallway, pull the lever there and then backtrack a few steps to the door it opened going east. When you reach the end there will be another lever to pull and a loose tile in the floor near the first fire jet that will open a door to a weapon room. Go through the door that the lever opened and save at the book. Continue going north and then to the east, through a long hallway with cells on each side. Kill the skeletons as they are released and at the end of the hallway when they gather in a group. Continue following the hallway and you will come to a door on the west side that you can't open. Head east to reach the lever and then head back through the door and up the stairs.
Firewind Catacombs
As soon as you enter the catacombs you will run into The Ghost of Felldane. He will tell you about the history of the house and will offer you goodies if you destroy it. After you agree to help him, make your way north and then to the west and north again until you come to a center room with a load of enemies. Kill them all and then continue north to the save book. Save and follow the hallway to the west and then the north to an open room with a lot of ghouls in it. Kill them and head west along the hallway as it goes north and keep along to the west and go through the door that leads to a long room with stairs. Kill the skeletons inside and make your way through the door on the other side to reach the staircase to Firewind Manor.
Firewind Manor
When you are in the manor, go to the north wall and move the bookcase aside to enter the hallway. Open the door across the hall and save your game on the book stand there. Continue north and when you round the corner you will told that you hear voices ahead. You have the choice of hiding in the alcove to the right and listening to the conversation or barging in on it by going forward. Which ever you choose will have the same consequences so it really doesn't matter. After the scene you need to get your ass out of the manor.
When you are running for the exit, make sure you use jump to get over falling debris and fires. Head to the east and then the north and follow the hallway around west until you can go north again. Here you will run into the ghost of Felldane again and he will reward you for your efforts with a ring, amulet and a lot of gold. If you like, you can exit here to go back to Baldur's gate or you can make your way around the hall in here and find the key in a chest to allow the trapped people in the house to escape. Unless you have a lot of potions it isn't worth it but if you want the experience then go for it. When you have them saved, then go back to where the ghost was and exit to Baldur's Gate.
Baldur's Gate
When you are back in town, make your usual stop to Bartly and sell your wares. After you are done with him, speak to Sollus near the city entrance and then finally talk to Randalla in the Purple Wyrm Inn. When you talk to her, she will tell you that she has a friend that has some interest in you ns would like to meet you in the warehouse. A scene will play and the first act will be over.
Chapter II
Warehouse
When you enter the warehouse, enter the room on the south side and talk to Jherek. He will tell you that he is hiring people to track down artifacts and would like you to grab the Orb of Thunder from Lyran's Hold. Agree to find it for him and make your way back out to the streets. If you like you can either go back and talk to Randalla where she will tell you about the Skull Forge Mountains or you can immediately leave the city.
Wood of Sharp Teeth II
You can enter the Wood of Sharp Teeth along the way to Lyrans Hold and like thee previous time, just follow the steam all the way through to the end. There is no objective going through here except to kill everything you come across and loot some barrels and boxes. When you finally reach the other side, exit through and make your way to Lyrans Hold.
Forest of Wyrms (leads to Lyrans Hold)
As soon as you enter the forest, you are ambushed by Hobgoblins and Ettins. Take them out and save at the book near you. From here start to go to the west and then north and you will come to a dirt path. Follow it as it leads north and continue to follow it all the way to Lyrans Hold. You will encounter numerous Ettins and Hobgoblins along the way, so be wary of getting surrounded by too many of them at once.
Lyrans Hold I
As you enter the hold, you will be greeted by some armor suits. When they attack, take them all out and continue your way to the north. The hallway will only lead north for a while and will eventually let you go either west or continue north. If you decide to go west, follow the hallway around and you will come to some stairs which will lead to Lyrans Observatory. Since it will be locked and you won't be able to enter, there is no need to go this way just yet. When you continue to go north, it allows you to go east a short distance up which will lead you around to Lyran's Cellar. Although the entrance is locked as well and you cannot enter here either. Follow the hallway north and continue to follow it all the way to the end where you will come to a door leading to the second floor of Lyran's hold.
Lyran's Hold II
When you enter, clear out the first room of enemies and there will be three doors, one on each wall. The east and west will lead to different hallways, while the north door leads to Lyrans study which is currently locked. Head to the west and you will come to a large room with many fire traps in it. There are also quite a few treasure chests in here that are loaded with goodies. Open as many as you can with out getting too hurt and exit through the door on the north wall. Continue to follow that hallway around to the north and then to the east.
In the middle of this corridor going east, you will come to a door on the south wall and it will lead into a large room. Go through there and follow it to the next room and open the secret passage there to enter Lyrans Study. When you enter, search the chests around the room and you will find the door to the study so you can escape quickly after you search through the scrolls on the table. Look through them and you will learn that Lyrans body is in the cellar and you must destroy them to rid him from this world. Exit the study with the key and Lyran will appear. He will start to attack, but since he can't be harmed, run your ass off to the beginning of this level and go back down to Lyrans Hold I
Lyrans Cellar
As soon as you enter Lyran will be there talking to you. After he is done, run to the east and then north and follow the corridor along here. You will find a body on the ground and you can search it for a journal which will tell you that there must be a way to kill him. Continue running north away from him as he follows and then the corridor will start to wards the west continue to follow it and save when you can. The corridor will then take a long turn to the south so follow it along and it will eventually lead to another save point and a room on the west with a few large holes in the floor. There will be numerous ghost armors in here so try and fight only a few at a time. Go through the door to the west when they are taken care of and fight the swarm of book and the group of tables that appear on the other side of the bridge. Continue along to the save point and door. Enter when you are ready to show down with the lich.
Lyrans Ossuary
When you enter a short scene plays and then you are thrown into a battle with Lyran. This battle can be tough for the first few tries, but once you get to know where the urns are going to be it makes it easier. To defeat Lyran, there are many urns scattered throughout the Ossuary that you need to destroy. Also Lyran has a few attacks that he uses against you. One is to throw his stick at you, another is to throw a blue orb which poisons you and the third is to throw a book at you which casts a magic storm down on your head.
When you see him toss the book at you, use a sprint spell if you have it and run out of the way. As for when he tosses the orb and stick, just block and you'll be fine. Make your way down each corridor as when you smash one urn it allows you to reach another and it is usually near it. Once you have smashed enough of them, the barrier across the room to the west with many urns in it is disabled and you can enter. Smash all the urns inside to find Lyrans hand. When you do, he does and you are free to search around. After you have smashed all the urns and opened all the chests, take the stairs out and you will be in a room right beside the observatory entrance.
Lyrans Observatory
Use Lyrans hand to enter and make your way up the stairs on the right. Take the orb of thunder and then a few fellows will enter. Sleyvas will have a few words with you about the orb and masters and then you need to kick his ass. Fight him and his two body guards with crossbows. Neither of them are that difficult to defeat as long as you watch out for Sleyvas's fire attacks. When all three are destroyed, make you r way back down the stairs and along the hallway to exit the hold to reach Baldur's Gate once again.
Baldur's Gate
Now that you are back in town, return to Jherek and give him the orb of thunder and collect your reward. When you speak to him, he will tell you of other artifacts that need to be recovered as well. You can choose to take on whichever one you like but I started at the top with the Jade Octahedron.
Skull Gorge
The Skull Gorge is just another experience gathering spot like the Wood of Sharp Teeth has been. There are four caves to explore in this area, two Goblin Caves on the East side of the map and one Gnoll cave on the west side. The Skull Gorge area itself is full of goblins and gnolls but nothing overly difficult. In the caves you will mostly find a lot of treasure and chests but in the goblin cave 2, you will find a flaming dagger +1 which is great for finishing off Trolls. To find it, enter the second cave and head north. Head east as soon as you can and follow the corridor south, east and then north until you come to a large room with a chair in the center. After all the enemies are dead, flip the switch on the chair and a door will open to the south.
Twist the torch in this room and another door will open to the south and there will be a few chests in here, one of which will have the flaming dagger. Make your way back out of the cave and head over to gnoll cave 2 at the south west of the skull gorge. When you enter, head north and then west and take the first passage south. Follow it to the end and you will come to a treasure chest with a gnoll guarding it. Kill him and you will be told that he dropped a stone. Head back north along the passage and you will notice a large room on the left that you can't enter. Continue to the end and head west. Follow the passage and you will come to a statue of a dragon. Examine it and you will place the stone in it eye which will open the door to the room that you passes earlier. Make your way back there and grab all the goodies in the chests. When you are done, head back out to the world map and head for the halls of the hammers.
High Moor Ambush
When you enter the map marker for the halls of hammers, you will appear on the road to the high moor and will be attacked by Troglodytes. Take out the few in the area and talk to the wounded bodyguard. After he tell you the story of what's happening, make your way north following the dirt road and exit to the world map when you reach the end.
Brigands Ruins
Enter the brigands ruins that is now marked on your map and you will be on the trail of the captured women. Head to the east and there will be a wide open area full of troglodytes. Take them out and continue to another group and then make your way north. Take out another group when you reach the ruins and make your way to the west. Continue to follow the path all the way around until you finally come to the final ruin area with a boat load of troglodytes waiting for you, In the center of where they are, is a staircase leading down to the Brigands Hall. After you defeat all of the enemies in the area and ransack all of the chests, head down the stairs to do some more battle.
Brigands Hall
Head directly north and continue to do so until you come to the end room full of troglodytes. Among them will be the boss, Sart Sarkat who is a mean mofo. Lead some of the trogs away to a room just a bit to the south and take them out away from the crowd. Do the same for a few more trogs and eventually when they are all dead, then you can take on Sarkat by himself. Use the same old tricks of running around behind him and he won't last long. After you defeat him, he will drop a key and it will inform you that it is the key to open where Lady Cadmere is being held. Continue north through the door there and take out a few more trogs and release lady cadmere from her cell to gain quite a few goodies and experience. Make your way all the way back to the world map and head for either Baldur's Gate to sell some goods and to the Halls of Hammer when you are ready. Also if you haven't purchased the treasure key from Durbem in the Purple Wyrm Tavern yet, now is a good time to do so.
Halls of Hammer I
Make your way north when you enter and you will run into some green slimes. They can do some pretty heavy damage so if you like, you can just run right past them and not worry about them. There are side corridors on each side on the main passage that you can explore for treasure chests and trolls. Continue heading north and you will come to a section of a few very long and very narrow bridges with enemies on each side and at the end. Be very careful going across here since you can slip and fall to your death without blinking. Save at the book on the right and make your way across one of the bridges. I took the one across from the save book to the right and walked over to the platform. Take out the orcs there and then across another bridge go finally reach the other side. Clear out the room of enemies and go through the door at the far side to enter the second deep.
Halls of Hammer II
When you enter the area, you are shown a quick scene of the treasure chest monsters. Make your way forward and you will come across some enemies in red armor. Kill them and continue down the hall and you will eventually come to a mina hall with a raised platform in the center. Take out all the enemies here and open some chests if you dare. You can head north to save your game, but make your way to the west to continue. Follow the corridor along killing the red armor foes and checking chests along the way. Head north and you will come to another large main room with a lot more enemies in it.
Take them out and head to the east. When you reach the large room at the end of that passage, there will be a treasure chest in the center of the room and a doorway to the north that leads to the third floor of the halls and a door on the east side that leads to the treasury. Use the key you bought off Durbem to open it and enter. There will be a giant magic hammer that follows you around and gives you some pretty good whacks. You can knock it down to buy some time to open the chests and grab the gold. When you are ready, head out and enter the doorway to the third floor.
Halls of Hammer III
When you enter the third floor, you will be shown the Chimera, a three headed beast that guards some treasure chests and the Jade Octahedron. When the scene ends you are in a battle with it. Make sure you don't go to close to the edges of the area. You will fall off a die. I thought they were shadows to hide in and I was very wrong. When the chimera attacks, most of the time it will fly into the air and then come crashing down on you. When it does, move out of the way and give it a swipe or two. It will then fly up again and come down. Keep repeating this over and over until it is eventually dead. Take the octahedron and loot the treasure chests when he is dead. Recall your way back to Baldur's Gate and go to talk to Jherek in the warehouse.
Baldur's Gate
Enter the ware house and have a chat with Jherek. There will be two more artifacts that he needs you to recover, the Oceanic urn and the Eternal Brazier. I choose the Urn next so that's what we'll do. Go talk to Bartly and see if you have anything to sell or buy and then exit the city when you are ready.
Sea-Cave
From the entrance, since there is only one way to go, follow it around taking out the pirates you come across until you come to the third save point and you will be able to go north or south. Go north and you will enter a large room filled with pirates and one main boss pirate, Captain Khoris, which glows pink. Lure out the other pirates into the corridor and leave the main pirate in the room. When the lesser pirates are all dead, then run in and attack the Captain. Again, like the previous bosses, run around him in circles and attack him from behind. If you start to get to low on health, stay away from him and let your health build up. After you defeat him, you will be told he doesn't have the Urn and it must be in the sea temple. Well luckily enough, the entrance to the sea temple is right beside you.
Sea Temple
Much like the first sea cave, there is only one way to go for the most part of this area so follow it along to the end. There are more than a few secret rooms along the way, but they are easy to spot especially if you are looking at the map. Just like moving the bookcases in the Bloodmire Manor, you need to move the center section of the wall to enter the secret rooms. Make your way through the corridors and take out the fish Saughin that look different in each game they are in. Eventually you will come to a red door that will take you to the second floor. Although this level is straight forward and all one main passage, it is long and there are a lot of enemies.
Sea Temple II
Since the door leading north is locked, head east and then to the north when you are allowed. Save at the save point and there is a secret passage way to the east that will allow you to enter a few locked rooms. Grab the goods from the chests there and head west and follow the passage to the south. Continue along and you will enter the room to the north of where you entered the second floor. Clear out the enemies and make your way to the north for a show down with Dibtolpt the sea mother. Although the sea mother has basically the same attacks as the goblin shaman does, when you get close to her, she whacks you for a good amount of damage. Use the same technique of running around behind and whacking and staying away to heal until you have nailed her enough times that she is down. Make your way north a few more steps and grab the Urn from the altar along with the pile of gold on it. Head back to Baldur's gate once you have it.
Baldur's Gate
When you enter Baldur's Gate, you will be told that the urn is missing and that one of the boats crew has stolen it. Go and talk to Jherek and he will tell you that it is on its way to Hills edge and that you need to go and get it.
Hills Edge
Make your way north and you will come to a short scene showing you two ogres. Walk up to them and you will have to fight them. Best to try and fight them one at a time since having two of them bash on your head is pretty heavy damage. After you defeat them, continue north and you will run into a few Zhentarim soldiers. Get past those and when you come to another save point and another scene plays where you are recognized, a large battle breaks out. Kill the Zhentarim that come to you and kill the thief in the blue shirt to retrieve the urn. When you have it, recall back to town and give it to Jherek
TrollClaws Ambush
After you give the Urn to Jherek, then the brazier is the only artifact left and to get it you need to go to the DragonSpear Castle. Enter the world map and you will be ambushed by trolls in your sleep. Kill the first few and then follow the dirt path to reach the world map to get to the castle. .
DragonSpear Castle
Enter the rainy courtyard of the castle and the place will be littered with goblins. They are of no trouble to take out so when ever you see them do so. Make you way north and through the opening to enter another courtyard. Like the previous one, clear out the goblins from here as well and enter the center structure when all the enemies are dead. Talk to Felleth the cleric of Tempus who is to the left of the entrance to the dungeon and he will ask you to retrieve the symbol of Tempus for him if you see it. Save your game at the book and enter the dungeon
DragonSpear Dungeons
Pull the lever next to the north door to open it and head out and down the hall. Take out the goblins lurking around and follow the hallway Follow it to the next save point and then all the way to the dead end where there will be a room on the west side and the south side with goblins and shamans. When everyone is dead, pull the lever in the west room and it will open door back from where you just came from. Head back down the hall and you will see a small circular room on the south side that will have 4 levers inside. One of them (the middle one) will open another door and the other three will set off the fire trap in the room. Pull the lever that opens the door and head back out of the room and continue to go east. Follow the hallway around to the south and then east again where the door opened up.
When you enter the hallway, the enemies will shout "you die now!" and attack. Kill them and continue through and you will come to a small room and then the enemies will shout "ambush!". Again, kill them all and there will be two levers to pull. One will be in the east room and one in the west. When both are pulled the doors will be unlocked and you can make your way through to a room with red tents and a choice of south or west. Go west and in the first cell on the north side will be a medallion. Pick it up and it will be the symbol of Tempus that Felleth wanted. Make your way to the south and the hallway will turn to the west. When you go as far as you can, you will pass an intersection going north and south with a locked door at the far west. Go down both the north an d south hallways as there are 2 levers at both ends of each hallway that need to be pulled to open the door. Once all four are pulled, go back to the door at the far west and go down a floor.
DragonSpear Dungeons II
When you reach the second floor down, make your way to the north and to the east. Follow the hallway around and you will come to a room with a lot of goblins and shamans and the big guys. Take everyone out and at the top of the stairs at the far wall will be a lever. Pull it and the door that was directly across from you at the start of this second floor will now be open. Head back there and go through the now open door and grab the gold in the area. Go through the next door and go down the ladder to the DragonSpear Caverns.
DragonSpear Caverns
Make your way to the east and there will be some bats that attack you. Try to keep away from the mushrooms that are giving off the green cloud so you don't get poisoned. Continue to follow the cavern north and then east and continue to do so until you get a short scene of the drow spiders creeping up. Take them out when they attack and continue through to the next batch and finally to the save point. Follow the cave to the south and then to the east and it will eventually lead you to another save point. Along the way will be a lot more drow spiders and rock monsters so make sure you heal enough between battles. At the save point you reach next, there is a cave entrance to go through to Ulchalothe's lair.
Ulchalothe's Lair
Ah yes, good old mind Flayers. Although they were always a pain in the older Baldur's Gate, this one seems a little weak. After the scene where she tries to control you, she sends the Zhentarimn in her lair after you while she shoots out spells. Stay away from her while you take out each of the Zhentarim one at a time. Once they have all been taken care of, then you can attack her full on. Again, like all bosses in this game so far, you can just run around in circles around her and swipe at her when you have a clean shot. When she goes down, you will grab the Brazier from her body and find the jet lying on the ground. Go through the iron gate on the Northeast wall and open the chest there. After you grab the goods use the exit behind the chest to reach the surface.
DragonSpear Castle
Head back into the central building to find Felleth where he was previously and have another talk with him. Give him the symbol you found in the dungeon and he will reward you nicely. After you are done talking, use a recall spell and zoom back to Baldur's Gate to talk to Jherek.
Chapter III
Baldur's Gate
After you enter the town and do your business with Bartly, go and talk to Jherek in the warehouse and he will tell you to go to Omduils manor for more information. Also if you stop by the Purple Wyrm Tavern and talk to Randalla, she will inform you that a druidess has heard of your exploits and would like to have your help. Randalla then marks the location on your map. You don't need to complete this quest but the rewards at the end of it are well worth it. If you like you can go and proceed with that quest first before going to Omduils manor.
Allana's Home
Head to the east and have a chat with Allana and she will give you the low down on what's happening in her woods. After she tells you about Baragoth, head north and follow the path around until you come to the end.
Reaching Wood
Head west and fight the wolves and other creatures that appear. When you can go no farther, turn to thee north and continue along following the clearing through the woods. When you reach the end, save at the book stand and then start your way east. Along the way will be short paths leading north to treasure chests. When you reach the end of the path leading east, there will be an ogre there to kill. Do so and then swing to the north again and there will be some more ogres and wolves to deal with. Kill them and save at the book stand before heading north to Baragoth's Lair.
Baragoth's Lair
After Baragoth's little scene about how your items would make a nice addition to his collection, start hauling ass on him to get that collection. Make sure you have a lot of healing potions with you for this battle since the area will be covered in poison clouds. Unless you have a hefty bow or cross bow to deal him damage from afar, use the same technique on Baragoth that you used on the manticore and chimera. Hack at it from the sides and move out of the way when he flies into the air. When it lands back down, hack away again. When you finally kill it, you will get a key that will open his treasure room of goodies to the north east. There quite a few good items in there so be sure to grab what you can, including the rune stones and the imperial armor. Make your way back to town when you are done.
Omduils Manor
When you enter, have a talk with Jherek and he will tell you the story of the Onyx tower and what needs to be done to it. You will then be told that you need to go to each of the four elemental planes. You are then given the four choices of where you would like to go. After you make your choice, talk to Omduil and he will transport you there. Going down the list, I went in order so air was first up.
Air I
When you enter, there will be a scene between Kharne and Habdazar Doomwing. After it is over make your way forward and don't stand still too long or you will get blown off the edge of the land. Make your way west along the path and watch your step. Run past the electrical balls that attack and past the tornadoes that throw rocks at you. Eventually you will come to the Air foundation.
Air II
When you enter, you will be in a battle with Habdazar and his manticore. There are a few Zhentarim soldiers near the top of the area that will attack with arrows. Take them out first and then concentrate on the manticore. To defeat the manticore, use the same tactics that you used to defeat the chimera. When it finally dies, walk up the small set of stairs and activate the stone. When you do you will be transported back to Baldur's Gate. Head back into Omduil Manor and talk to Jherek and Omduil for your reward and the next destination
Earth I
When you enter, there will be a short scene between Lady Luvia and Kharne. When it is over, equip no metal weapons and armor since there are many rust monsters here. With no metal equipped they will just leave you alone. Equip a staff or bow and shoot through the grey rocks on the east side and follow the canyon north all the way around and then to the west when you can. Continue to follow it north and it will then go to the east once again. Save at the save book there and enter the earth foundation. Along the way there will be some rock monsters and beetles. Just run past them and ignore them since they aren't fast at all and can take a lot of damage until they finally die.
Earth II
When you enter the earth foundation, another long scene with Luvia will take place. Afterwards the battle breaks out and there will be 4 Zhentarim to battle along with Luvia herself. Sometimes the Zhentarim will have a confuse spell put on them from their own mates and then they will attack Luvia. You don't want this to happen since you want to defeat the four Zhentarim before you take on Luvia. When all four are dead, take out Luvia and she will turn into a new creature that is one bad ass. It will have a deadly poison cloud attack and little creepy crawlies that it sends out after you. I did find a glitch though, that when Luvia turns into the second form, a cross bow bolt will kill her in one shot while she is transforming. Use the rocks in the area for cover while you rest up if needed and activate the earth foundation when she has been disposed of. When you do you will be back at Omduils and ready for the next plane.
Fire I
When you enter, Kharne and The dragon lady, Aizagora are having a chat. When it is over, make your way north and then east after you cross over a narrow path over a pool of lava. Continue going east and then head south when you get as far as you can go. You will then run into some Zhentarim soldiers when you get far enough south and the entrance to the fire foundation will be beside the save point there.
Fire II
When you enter, the she-dragon will have a long talk to you and then start to attack. Most of her attacks can be avoided, but the fire from the skies will nail you most of the time. Make sure you have a weapon that has cold attacks on it since it will do a lot more damage then a regular weapon, preferably a crossbow that has cold equipped on it. Stay away from the dragon and run when the fire falls from above. After the dragon falls, head up the steps and activate the fire foundation. When you are back in Omduils house head for the water plane.
Water I
This first water level is very straight forward and is basically a straight path through to the end. There are only two enemies, a sasquatch and a frozen type jellyfish. Follow the canyon through the water and it will eventually come to land and a snow covered path. Like the previous level although the opposite, if you have any fire weapons use them here to do more damage. When you reach the water foundation, save and enter.
Water II
When you enter the watery area, the sea-witch Illudra will blab about her power and then attack. There will be a few Zhentarim in the area as well as a giant fish that will send its whip like tentacles after you. Hack the tentacles and then attack Illudra. After a few whacks, she'll drop and you will be able to activate the water foundation. One you do, you will return to Omduils manor and talk to Jherek. Kharne will appear and another scene will play out. When you tell Jherek that you are ready to go, the chapter ends.
Chapter IV
Battle of Bones I
Now that you are on the path to Mordoc's keep, you have Jherek and Kharne along with you for the ride. Head due west and continue down that path killing the ghosts that appear. When you reach the save point, make your way south and then west again and now skeletons will be the main enemy. Make sure you have a blunt weapon like a mace or hammer to deal with them. Continue along the path and then swing around to the north and save at the book stand when you reach it. From there the path will start to go east, so follow it along. Head north at the first chance and continue along until you come to the next save point. Save and then start your way west for another long walk to another save point. When you finally reach it, go north a few steps to exit.
Battle of Bones II
When you enter, you will be shown a large demon waiting for you at the far end of the area. Make your way north and you will come to him and a few skeletons. He will cast a purple haze around you that will suck out a lot of your life so heal when it is needed. Rush him and whack him to death and he won't last long at all. When he is dead, continue north and enter the Keep of the Pale Night.
Keep of the Pale Night I
Make your way north and you will head through the keep fighting the shadows that appear. Take them out and when you reach the end of the hall there will be an organ there. If you decide to play it, then around the room chests will appear and so will a load of shadows. The chests will slowly sink into the floor when they appear on screen so you need to get to them quickly before they vanish. More chests will continue to appear around the room until you leave it will stop summoning them. Make your way to the west and follow the hallway around to a set of stairs. Go up and save and continue down the hall going south. Follow it around to the east and then across the walkway above to the room to the west and you will come to two chests and a door on the south wall to the Dungeons.
Keep of Pale Night Dungeons
This dungeon area is one very large room with a prison in the center of it. To open the prison, you need to find the 5 levers through out the dungeon and pull each lever. There will be one at each side, north and south of the center room and then the rest will be through out the dungeon beside coffins and in the center of corridors. There is also a secret room on the east side of the room that can be opened by pressing a loose stone in the north east corner. When you finally have all five levers pulled, enter the prison and you will find the heroes from the previous Baldur's Gate: Dark Alliance game.
Depending on what hero you are using will determine who talks to you, but since this walk through is for Dorn, Vahn will talk to you and tell you that there is a magic bow in a sarcophagus in the area that you can have if you reach it in time. Make your way out after saving and looting the chests and walk up to each coffin in the area. Each coffin will either be empty of contain the weapon and then skeletons will appear around it. Once you have the bow, head back to the entrance to the dungeon and go back up the stairs to meet up with Kharne and Jherek. Make your way north, down the small set of stairs there and continue to go north. When you reach the end of the hallway, there will be a save book and a set of stairs to take you to the upper levels.
Keep of pale Night II
Now that you are Jherek-less, you and Kharne need to make your way north and you will run into a gang of mummies and shadows. Take these tough guys out or just past them if you choose. There are a lot of them and they take a lot of damage so it's up to you. The stairs to the next level are ahead of you but you need to climb a set of stairs to get to them. Head north along the red carpet that you come to and you will eventually come to a set of stairs that you can climb. There will be a few platforms that you can climb up to, but the one you want will lead you east to a larger platform that will then lead to the south and back along towards the stairs you passed earlier to get to the next floor. If you climb the small set of stairs to get to the platform and you can't go east, go back down and walk around the bottom of it until a message comes up saying something doesn't seem right. When it does that, then go back up and across the walk way east and then south to the stairs and save point.
Keep of the Pale Night III
When you enter Mordoc's chamber he will blab for a little bit and then start the battle. There will be two Nightcrawlers in there as well as some bats. Mordoc himself will also turn into bats to attack. Kill the other enemies first and then focus on Mordoc. He will send his shadow cloud after you and hit it when it does. Mordoc will then be with out a shadow and easy to hit. Start the circle maneuver and hit him in the back or side when you can. Don't let Mordoc hit you or else he will suck your life out of you and into him. Also if you happen to lose a lot of life, head for a far corner and wait. When you finally take down all of his health, he will turn to mist and leave.
Mordoc's Gate
After a scene of the Onyx tower appearing at Baldur's Gate, you will be back in control and in town. Have a chat with Bartley about what happened and then hop over the boxes to help the city guard with the zombies attacking. Continue north up the street and continue to attack the zombies you come across. You can lead them back to the guards at the beginning for some help if you need it. Talk to Randalla when you reach her and she will take you to the base of the tower
Mordoc's Gate II
As you enter the base of Mordoc's tower, an old friends shows up and decides to try and stop you. This person is easily defeated however using the same old run around them in circles trick and hitting from behind and the sides. Enter the tower when they come crumbling down and have no life left to keep them up.
Onyx Tower I
Enter the tower and there will be some gargoyle type creatures that come to meet you. Take them out or just run to the north and along the walkway there past the gold statues that come to life when you get near them. Save at the book and then enter one of the side a passage way and go north. Enter the room in the center and go up the stairs at the far end of the room by the second save point to reach the second floor.
Onyx Tower II
Head north, east and then north again and you will come to the room at the hallway through the door that will lead to the third floor. This level is still full of gargoyles and more giant statues so if you want to stay and fight, do so, but it's a lot safer just running through.
Onyx Tower III
Make your way west and then north and then east and then north through the next stair case. Like the previous floor, this one is full of gargoyles and statues and standing still too long will get you surrounded and kill very fast. Run through and head up the stairs to me Xanhast.
Onyx Tower Top
When you reach the top, you will have a short conversation with Xanhast about Randalla. Afterwards the battle breaks out and you should be ready to kick his ass. You can actually defeat Xanhast with out even getting hit yourself. He mainly likes to take life from you, but when you start to knock a lot of life from him, he will stun you and then cut you up real bad with an attack. To get around this, simply stand close to him and block. After each attack he does on you, swing at him. He won't hit you nor will he drain any life from you, but after each of his swings you can hit him for a chunk of life. Work his health down while you continue to block and strike and he will go down no problems. It takes a bit of time to do it this method but it works great. After he is defeated, you can either go through the doorway to the Plane of Shadows, or go down to Onyx III to recall back to town to save and buy some goods. When you are ready, go through the door way and get ready for a show down with Mordoc again.
Plane of Shadow
If you aren't leveled enough to do some heavy damage or have a weapon that can dish it out, then this battle can be impossible to neat. Mordoc will walk around like the previous battle you had with him, although this time his shadow will heal him 350 some odd Hp every once in awhile. You need to kill the shadow and then attack Mordoc before the shadow comes back. When it does return, you need to kill it before it will heal Mordoc again. Since it heals for that amount of 350 or so, you need to be able to do at least that to much even while the shadow is gone. If you can hit him for over 250-300 points each time then you should be able to beat him. Use the same technique of running in circles around him and swipe at him when you get the chance. Kill the shadow and then repeat the process. After a while he will eventually be worn down enough to kill once and for all. After he is destroyed, smash the stone in the center of the platform and sit back to watch the ending.
Another Episode in the Baldur's Gate saga is complete!